User:SXX/Pathfinding and movement
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Contents
Introduction
This article is created because I don't really want to put tons of obvious comments into the code, but in same time I believe that article like that would help a lot to anyone who decide to understand pathfinding and movement of VCMI.
Client specific
Step by step movement in CPlayerInterface::doMoveHero
This is text representation of what for loop code doing except some useless things like sounds.
- Initialize outTeleportObj with nullptr
- Initialize tileAfterThis = true. This variable used to determine we want to visit object or do transit movement
- Check if node after next one is present, if so:
- set tileAfterThis = true.
- Check if tile after next one is CGTeleport object, if so:
- Set nextTeleporter = CGTeleport id. This variable used by:
- CPlayerInterface::requestRealized to check if we're moving via teleporter. Then it's not going to set CONTINUE_MOVE as showTeleportDialog should do that.
- CPlayerInterface::showTeleportDialog to choose where we want teleport to when it's allowed.
- Set nextTeleporter = CGTeleport id. This variable used by:
- - - - - - - -
- If current tile hero staying on is CGTeleport object get it as priorObject
- If next tile have visitable CGObjectInstance get is as nextObject
- If nextObject is CGTeleport instance then get it as nextObjectTeleport
- Now if we see that priorObject and nextObjectTeleport are connected teleporters it's mean we might be teleported on previous movement. Then:
- Check if this is our first movement in loop. This would mean that hero is currently staying on teleporter it's need to use. Then:
- Set nextTeleporter = nextObjectTeleport id. This is needed as before nextTeleporter wasn't set.
- Set stillMoveHero to WAITING_MOVE which means some other code (requestRealized, showTeleportDialog, etc) should allow to say us if we continue movement or stop.
- Sent normal movement request, but with destination as current hero position.
- Now wait before we get TeleportDialog query and showTeleportDialog set stillMoveHero to CONTINUE_MOVE.
- Execute continue to jump to next iteration.
- - - - - - - -
- Check if this is our first movement in loop. This would mean that hero is currently staying on teleporter it's need to use. Then:
- Check if more than 0 turns is needed to reach next tile. Then:
- set StillMoveHero to STOP_MOVE.
- Execute break to stop movement loop.
- - - - - - - -
- set StillMoveHero to WAITING_MOVE. Read above to check why.
- set endpost to our destination. Tricky part: for the last Z coordinate we use current hero position instead of destination Z coordinate. This is needed because only situation when destination Z and hero Z is different it's when it's movement via teleporters, but current code shouldn't ever used in case of teleportation.
- When I write those lines it's isn't actually this way, but it's have to be.
- Set guarded if next tile have guarded creature. It's mean we sure that movement will start the battle.
- - - - - - - -
- Now we need to check if next tile has visitable object, but we want to go through it:
- * Check tileAfterThis is true which means next tile exist
- * Check nextObject isn't nullptr which means we actually have to request transit
- * Check if nextObject->isAllowTransit is true which means next object actually allow transit through it. E.g transit via one way teleporters and events is impossible.
- * Check if nextObjectTeleport and outTeleportObj are not connected. This is needed because we it's possible that more than 2 next objects on our may be teleporters, but we don't only want to visit latest one while transit via remaining.
- set "nextTeleporter" to -1 because we now know there won't be TeleportDialog query after this movement.
- call moveHero with transit argument.
- If previous check isn't pass then
- Just call moveHero without transit argument.
- Now wait before we get TeleportDialog query and showTeleportDialog set stillMoveHero to CONTINUE_MOVE.
- - - - - - - -
- Check if guarded is true or there dialog appear, then:
- Execute "break" to stop movement loop.